Sep 06, 2006, 12:06 AM // 00:06
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#61
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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Double, but different post, different day too.
I think I figured out a way to fix the Warrior/Turtle exploit;
The Luxon warriors need to have the Turtle designated as their "charge." They are not to let their charge leave their argo bubble(ish), even if chasing an enemy.
This way, they will be able to reach any spellcasters wishing to hurt the Turtle. If the target is outside of their area of attack, they will ignore it (even if it is attacking them) and move back to the Turtle.
If the Turtle dies, the warriors will then proceed to attack the fort on their own. However, if they stray too far from their path to the fort while attacking a target, they will discontinue attacking and return to their path.
This way, they CANNOT be lured into a corner from which they cannot return. As well, they will actually work as a defensive team for the Turtle.
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Sep 06, 2006, 01:11 AM // 01:11
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#62
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Krytan Explorer
Join Date: Jul 2006
Guild: Defiant Dragons
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This seems to be ideal, although I would make their range longbow range, rather than spell range. Can't have a ranger barraging the whole turtle team while they stand there.
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Sep 06, 2006, 02:21 AM // 02:21
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#63
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Banned
Join Date: Mar 2006
Location: England
Guild: Lievs Death Squad [LDS]
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Whats that skip... Luxons might actually have to think to win Fort Aspenwood? And now they're whining about it? Er... lol.
Have you ever watched a Kurzick Juggernaught recently? *Juggernaught attacked by Turtle* *Juggernaught begins walking towards turtle 2 miles away* *Juggernaught ignores the 4 Luxon Warriors spiking the crap out of it* *Juggernaught dies without doing anything*
The life and death of a Kurzick Juggernaught. We get the most useless, most pathetic 'special unit' with the shittiest AI in the game and you get a ranged Seige Cannon with Luxon Warrior spike flanking it? So... wheres this balance? I'm just not seeing it. Remove the Luxon warriors and actually make the players themselves need to think about covering the Turtle, then you have some balance. The Kurzick NPCs dont even bat an eyelid when under attack from massive AoE spells.
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Sep 06, 2006, 02:54 AM // 02:54
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#64
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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Quote:
Originally Posted by Evilsod
Whats that skip... Luxons might actually have to think to win Fort Aspenwood? And now they're whining about it? Er... lol.
Have you ever watched a Kurzick Juggernaught recently? *Juggernaught attacked by Turtle* *Juggernaught begins walking towards turtle 2 miles away* *Juggernaught ignores the 4 Luxon Warriors spiking the crap out of it* *Juggernaught dies without doing anything*
The life and death of a Kurzick Juggernaught. We get the most useless, most pathetic 'special unit' with the shittiest AI in the game and you get a ranged Seige Cannon with Luxon Warrior spike flanking it? So... wheres this balance? I'm just not seeing it. Remove the Luxon warriors and actually make the players themselves need to think about covering the Turtle, then you have some balance. The Kurzick NPCs dont even bat an eyelid when under attack from massive AoE spells.
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I love it when people get really biased about the Fort Aspenwood Mission. It's supprisingly common.
The issue with the Juggernaut is that it is programmed to kill whatever target it chooses, unless they cannot reach that target (warriors get in the way). However, they can deal massive damage with that damn Juggernaut Toss.
Juggernauts are countered with anti-warrior, Siege Turtles are countered with anti-spike. I see no problems here, just that anti-warrior is more common due to the large number of warriors in PvP.
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Sep 06, 2006, 03:21 AM // 03:21
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#65
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Lion's Arch Merchant
Join Date: Aug 2006
Location: Manchester UK
Profession: Rt/
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Quote:
Originally Posted by Curse You
I love it when people get really biased about the Fort Aspenwood Mission. It's supprisingly common.
The issue with the Juggernaut is that it is programmed to kill whatever target it chooses, unless they cannot reach that target (warriors get in the way). However, they can deal massive damage with that damn Juggernaut Toss.
Juggernauts are countered with anti-warrior, Siege Turtles are countered with anti-spike. I see no problems here, just that anti-warrior is more common due to the large number of warriors in PvP.
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The issue with warrior is that it is programmed to kill whatever target it chooses, unless they target is dead(they spiked the target) and they have no idea where to go if the turtle is dead. How ever they can deal massive spike damage with that damn attack sync.
Warriors are counter with killing the turtle, Kurzick NPC are countered with saving the turtle. I see no problem here, just that saving the turtle is less common due to the large number of W/MO in PvP.
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Sep 06, 2006, 03:31 AM // 03:31
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#66
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Banned
Join Date: Apr 2005
Location: In my head
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No, the issue is that despite whatever biases you have, Luxon warriors just standing around doing nothing is a bug/bad A.I.
Stop confusing the issues and stop posting in here about who's whining about what. Who cares if you're Luxon or Kurzick? If there's a bug it should be fixed.
Some of you are taking this Kurzick/Luxon feud FAR FAR too seriously.
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Sep 06, 2006, 03:51 AM // 03:51
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#67
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Frost Gate Guardian
Join Date: Jun 2006
Location: The United States
Guild: Boston Guild [BG]
Profession: Mo/Me
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Quote:
Originally Posted by Eet GnomeSmasher
No, the issue is that despite whatever biases you have, Luxon warriors just standing around doing nothing is a bug/bad A.I.
Stop confusing the issues and stop posting in here about who's whining about what. Who cares if you're Luxon or Kurzick? If there's a bug it should be fixed.
Some of you are taking this Kurzick/Luxon feud FAR FAR too seriously.
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As I Kurzick, I generally agree with Gnome Smasher here. It really does seem that the Luxon warriors are bugged. I realize that many of my fellow Kurzicks are upset with getting rid of this bug becuase they feel that Aspenwood is already weighted against them and that this will just make it worse. However, as I stated in a previous post, bugs also exist on the Kurzick side as well. I think that we all, as Guild Wars Players, should support the removal of those as well. When all the Aspenwood bugs are removed, I believe that we will all benefit.
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Sep 06, 2006, 05:05 AM // 05:05
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#68
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Quote:
Originally Posted by Evilsod
The Kurzick NPCs dont even bat an eyelid when under attack from massive AoE spells.
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none of the NPCs in Aspenwood do, actually...
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Sep 06, 2006, 05:54 AM // 05:54
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#69
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Academy Page
Join Date: Oct 2005
Location: California
Guild: Order of TeH Cookie [NIBL]
Profession: Mo/
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Quote:
Originally Posted by Eet GnomeSmasher
Some of you are taking this Kurzick/Luxon feud FAR FAR too seriously.
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/signed x 10000000000000000000
and no matter which virtual faction you hail from this is a bug and just because the kurzicks have bugs too does not matter becase you dont balance a bug with another bug
two wrongs dont make a right
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Sep 06, 2006, 06:03 AM // 06:03
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#70
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Furnace Stoker
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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The bug isn't that the warriors stop moving when their turtle dies, the bug is that, unless they are chasing a specific target, they have a waypoint in the distance, and they try to get to that waypoint by the straightest line possible, unless the turtle is still alive, inwhich case, they try to get back to the turtle via that same method. Run them far enough, and whether or not the turtle has died, they'll get hung up on the terrain and so long as nobody agros them, become glitched. This is the bug that this thread talks about, and this is the exploit that certain kurzick players like to exploit.
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